Electronic gaming device with feedback

ABSTRACT

Systems, methods, and apparatus for communicating information regarding movement of a gaming device are presented herein. A gaming device can include at least one sensor configured to measure information associated with at least one of a position of the gaming device or an attitude of the gaming device. Further, a communications interface component can be configured to communicate the information to a controller. A method can detect, via sensors of a handheld gaming device, information related to a movement of the handheld gaming device; and transfer the information to a controller communicatively coupled to the handheld gaming device. A system can include means for receiving information related to a position of a gaming device or an attitude of the gaming device, and means for predicting an anticipated position of the gaming device based on the means for receiving the information.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.11/772,703, filed on Jul. 2, 2007, and issued as U.S. Pat. No.7,871,330; which is a continuation of U.S. patent application Ser. No.10/971,349, filed on Oct. 22, 2004, and issued as U.S. Pat. No.7,247,097; which is a division of U.S. patent application Ser. No.09/665,669, filed on Sep. 20, 2000, and issued as U.S. Pat. No.6,902,482 on Jun. 7, 2005; which is a continuation of U.S. patentapplication Ser. No. 08/977,806, filed on Nov. 25, 1997, and issued asU.S. Pat. No. 6,162,123 on Dec. 19, 2000. The entirety of theaforementioned applications is incorporated by reference herein.

FIELD OF THE INVENTION

The present invention relates to interactive electronic games. Morespecifically, the present invention provides an apparatus in which aparticipant may input velocity and position information into anelectronic game and receive physical feedback through the apparatus fromthe electronic game.

BACKGROUND OF THE INVENTION

The electronic game industry has seen a dramatic evolution from thefirst electronic ping-pong game (“pong”) to the state of modern gamesand consumer home electronics. In general, hardware advances that haveincreased processing power and reduced cost have fueled this evolution.The increased availability of low cost processing power, as well asconsumer expectation for improved game content, demands that new gamesbe developed to take advantage of this processing power. This can beseen especially in the new 64-bit processing devices such as theNintendo 64™ and the processing power available in home personalcomputer games and/or in arcade game platforms. These new hardwareplatforms are so powerful that a whole new genre of games has to bedeveloped in order to fully utilize the hardware.

Electronic game input, traditionally, has been limited to joy sticks,button paddles, multi-button inputs, trackballs and even a gyro mousethat has a gyroscope means for determining the orientation of the mouse.Recently, Nintendo has deployed a “rumble” device to provide vibratoryfeedback to game console users. Traditional computer input means arewell know to those in the arts and require no further discussion. Thegyro-mouse, in the context of the present invention, however, deservessome further discussion.

The gyro-mouse, provided in U.S. Pat. No. 5,138,154 to Hotelling, therelevant portions herein incorporated by reference in their entirety,provides a means for using the gyroscopic effect in a computer inputdevice to recover user input. The gyro-mouse provides a gyroscopecontained within a ball so that ball may be rotated. This rotationtranslates into two-dimensional or three-dimensional motion for softwarereceiving the gyro-mouse input to display on a computer screen. Thus,the gyro-mouse is somewhat an extension of the track ball paradigm for acomputer input device.

The gyroscopic effect has also been harnessed for practical commercialapplications. One of the more interesting gyroscopic effects is broughtabout through the principal of conservation of angular momentum. Aswitnessed in gyroscopic phenomena, a gyroscope creates a force at rightangles to a force that attempts to “topple” the gyroscope. Thus, agyroscope when left alone or mounted in a double gimbal arrangementallowing the gyroscope to move freely in both axes, will resist movementand/or attempt to hold its own angular position. Gyroscopes are alsoknown to have precession due to the earth's effect on the gyroscope.Gyroscope precession is not especially pertinent to the presentinvention; however, its principles and mathematical proofs and formulaare herein incorporated by reference.

The navigational arts also provide a means for harnessing gyroscopicphenomena to determine the inertial position of a vehicle such as anaircraft. In an inertial navigation system, the gyroscope is mounted ina double gimballed arrangement and allowed to rotate without resistancein all directions. As the aircraft turns, rotates, and/or changesdirection the gyroscopic effect keeps the inertial navigation gyroscopeat the same angle. High precision means are used to determine how muchthe gyrostat has rotated, in actuality the aircraft rotating around thegyroscope, and this measurement in combination with high precisionaccelerometers provides a means for tracking the change in an aircraftdirection. This instrumentality in conjunction with precision timing andvelocity measurements provides a means for continuously determining anaircraft navigational position.

In another application of the gyroscopic effect, a large gyroscope canbe used to create an effect that in some aspects is the reverse that ofan inertial navigation system. Here, a large gyrostat mass (theflywheel) can be use to stabilize or position certain objects such asspacecraft. In the spacecraft application, such as in U.S. Pat. No.5,437,420, the relevant portions herein incorporated by reference intheir entirety, large flywheels and high torque motors and brakes areused to topple the flywheel. The spacecraft then feels a moment ofthrust at right angles to the torque that is applied to the gyrostat.This way, and in others such as the “pure” inertia of rotation ofcausing a flywheel mass to accelerate or decelerate rotation, spacecraftattitude may be changed through gyrostatic means. In other stabilizationapplications, gyrostats are used to stabilize platforms such as camerasand other precision instruments, in general by attaching a gyrostat tothe instrument platform.

Gyrostats have been used in conjunction with wheels to provide linearpropulsion. Through a systems of gears and linkages, U.S. Pat. No.5,090,260, incorporated herein by reference in its entirety, provides ameans for translating the gyrostatic toppling effect into a linear forcefor propulsion.

SUMMARY OF THE PRESENT INVENTION

The present invention is an electronic game with interactive input andoutput through a new, novel and non-obvious player interface apparatus.The new player interface apparatus may be a hand held apparatus that mayuse sensors to determine the position of the apparatus and thegyrostatic effect to provide tactile feedback to the user. Moreparticularly, in one embodiment of the present invention, the apparatusmay be used in conjunction with software to create an electronicinteractive sword game. In the sword type embodiment of the presentinvention, the hand held apparatus is preferably about the size of athree and/or four D-size cell battery flashlight and is adapted to beheld by either one and/or two hands. The sword type device may beornamentally, decorated to resemble the hilt and/or handle part of atraditional and/or futuristic sword. Contained within the sword housingis a gyrostatic propulsion device from which the gyrostatic topplingeffect is utilized to create a torque and/or the feel of sword blows onthe sword handle and, thus, on the player holding the sword apparatus.

In overview, one or more gyrostat(s) inside the sword apparatus may beused as the “propulsion” gyrostat, hereinafter, the “propulsiongyrostat.” The propulsion gyrostat may be configured with a relatively“large” mass flywheel and a high speed electric motor to spin theflywheel and, thus, provide a source of gyrostatic power. The flywheelof the propulsion gyrostat may be configured in a double gimbal housingwherein each axis of freedom, for example, the pitch and yaw of theflywheel, may be controlled by high torque electric motors. By applyingthe appropriate voltage to the high torque motors, the propulsiongyrostat may be “toppled” in such a way as to create a calibrated torqueon the whole sword apparatus, e.g., the sword housing. This calibratedtorque may be used to simulate, inter alia, a sword blow as felt at asword's handle. Through the interaction of successive sword blows, e.g.,torque provided by the propulsion gyrostat to provide the “feel” ofsword blows, and interactions with virtual swordsman opponents, thepresent invention provides a novel and exciting interactive sword gamethat physically involves the player interactivity with the game.

In the preferred embodiment, the present invention works in conjunctionwith an electronic game and/or under the control of the electronic game.Thus, game “play” and/or plot features can be used to enhance theeffectiveness of the present invention in creating the illusion of swordfighting. For example, game “play” and/or plot elements may be used toencourage the player to conserve the rotational energy stored in thepropulsion gyrostat. This conservation of energy may be rewarded in thegame interaction by producing more “powerful” sword strikes when thepropulsion gyrostat of the sword apparatus is at full power storage,e.g., optimal rotational speed and/or a large flywheel in the swordapparatus. Keeping the propulsion gyrostat at full and/or near fullpower storage allows the sword apparatus to create the maximum impulsetorque available thereby creating the most effective and powerful swordillusion.

It is understood that the sword apparatus of the present invention maynot need a blade but the blade may be represented in the virtual spacein the game itself. This may be done either on the computer screen orthrough the use of virtual reality glasses and/or other displayapparatus. Thus, in the virtual reality domain, the computer maygenerate a sword blade that appears to extend from the hand held swordapparatus of the present invention. However, a plastic blade and/orother ornamental blade extending from the apparatus are within the scopeof the present invention.

In another embodiment of the present invention, other virtualrepresentations of the virtual instrument that is representative of theobject held by the player are within the scope of the present inventionsuch as a gun, bazooka, knife, hammer, axe and the like and the gyrostatpropulsion instrumentality of the present invention may be controlledaccordingly to provide the appropriate feedback to simulate the virtualinstrument. For example, in the gun and/or pistol embodiment of thepresent invention the gyrostat feedback means may be used to simulateevents such as the “kick” from a gun, or the “crush” of a hammer blow.

Another feature of the present invention is to have a macrogyroscopically powered inertia navigational means on-board the hand helddevice. Such a small apparatus is available from Sony Corporation. Thegyroscopic inertial positioning system may keep the computer gameapprised of the spatial attitude and/or location of the sword apparatusin such a way that the game may provide the proper moments of torque onthe motors to provide feedback to the player.

Yet another feature of the present invention is to use sensors, e.g., areceiver and/or a transmitter, on the sword apparatus and an array ofsensors, e.g., receivers and/or transmitters, external and/or internalto the sword apparatus to determine the spatial attitude and/or locationof the sword apparatus. In the preferred embodiment of the presentinvention, the sword apparatus uses infrared blasters, e.g., high outputinfrared transmitters such as those found on modern universal remotetelevision controls, to output a pulse and/or timed emission of infraredlight which may then be received at the remote sensors, which in thepreferred embodiment are infrared receivers, whereupon the timing and/orphase differential of the received signals may be used to triangulateand determine the spatial position of the sword apparatus. An infraredoutput at both the top and the bottom of the sword apparatus may be usedto determine the attitude of the sword apparatus and is within the scopeof the present invention.

Game play and/or game plot may be used to encourage the player tomaintain the sword apparatus within a predetermined field of play. Forexample, if the gaming program determines that the sword apparatus ispositioned near the edge of a predetermined game field, the gamesoftware of the present invention may produce a virtual attack and/orevent on the player from the center and/or opposite side of the gamefield to encourage the player to move the sword apparatus toward the“center” of the predetermined game field. It is understood that the gameof the present invention may also use a “mysterious” force feature,discussed further below, to encourage the player to move the swordapparatus toward the center of the predetermined game field.

Economical high torque motors are found in many common children's toyssuch as radio controlled cars and other devices. It is understood, thatthe present invention may have a gyrostat of sufficiently high mass andmay be “spun” at a sufficiently high speed in order to convey to theplayer, through the gyrostatic toppling effect, the desired tactile-gameeffect and/or torque on the player. The torque on the propulsiongyrostat may be a calibrated and/or variable force and, therefore, theeffect may be a calibrated and/or variable force imparted to the player.It is understood that the fictitious “light saber” sword as popularizedin the Star Wars™ fictionalized universe may be an appropriate metaphorfor the game of the present invention. In the light saber metaphor,because a light saber is a fictional device, the game effects and/orgame plot may be optimized to work in conjunction with the swordapparatus of the present invention. For example, the blow of crossingswords may use a calibrated and/or variable tactile feedback to theplayer where low energy storage in the propulsion gyrostat may becoordinated with game interaction such as allowing an opponent's swordto partially and/or completely pass through the players “light saber”defense. In another example, the light saber metaphor may allow thelight saber virtual blade to strike through objects and, thus, mayrequire a relatively small tactile feedback amount, thus, creating theillusion of a powerful virtual sword that can strike through objects. Incontrast to a virtual medieval sword, wherein the steel blade cannotstrike through all objects and, therefore, the striking of an object,such as a virtual tree, may require a massive tactile feedback responsein order to “stop” the sword blow cold. Thus, the illusion of themedieval sword may be lost because of overloading, e.g., over drainingof the rotational gyrostatic energy, the propulsion gyrostatic tactilefeedback means of the present invention. That is not to say, of course,that a medieval sword embodiment is not within the scope of the presentinvention, for indeed it is as well as swords and blades of all typesand sizes.

The light saber metaphor may be most appropriate, here, because thelight saber metaphor may allow a player to strike through walls, e.g.,the light saber may cut through the virtual walls. However, the playermay still feel feedback as the sword passes through a virtual realityobject, e.g. walls. Allowing the object to pass through the virtualreality object without stopping it “cold,” thus, allows the system toconserve its rotational energy for other interactions with the game.

Another interesting aspect of the present invention is the ability ofthe software to lead a player's movements, as well as provide impactfeedback. A good example of this would be, again, the Star Wars™metaphor where the player is told to “feel the force.” The game of thepresent invention may apply a “mysterious force,” discussed furtherbelow, which is essentially a small torque from the propulsion gyrostatwhereby the sword device may “lead” the player's sword blows and/ormovement.

Another aspect of the present invention is the ability to networkmultiple game play stations to allow virtual sword fights betweenmultiple players and/or the coordinated efforts of multipleparticipants. In a two player mode, conventional modem means may be usedto connect game stations in a back-to-back configuration. Telemetrybetween the game stations may be used to convey positional, attitudinaland inertial mass, explained further below, of the respective sworddevices between game stations. In another configuration, multipleplayers may-network together with a server computer acting as thecommunication hub between multiple game stations. A low cost networksuch as the interne may be used as the network transport protocol.Alternatively, one game station may be configured as a master station,acting as a communication master and other game stations may benetworked to the master station.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 shows a cross sectional profile of one configuration of the swordgame of the present invention. Sword housing 200, power supply 900,power supply cord 910, data link to game controller 510, control logic499, voltage control circuits for the motors and sensor inputs 400,gyrostat position detector circuit and positional gyroscope 600, safetyswitch 201, safety switch lever 202, propulsion gyroscope device 500,Speaker 203, infrared receivers and/or blasters 300, 302 and 304. It isunderstood that the infrared detectors and blasters are interchangeableinto different operable configurations.

FIG. 2 shows a detailed diagram of control circuit 400 and thepropulsion gyrostat device 500.

FIG. 3 shows a configuration of the present invention showing the gamecontroller remote infrared blasters, television display, game controllerand the sword device 200 of the present invention.

FIG. 4 shows a block diagram of control circuit 400, showing thecontroller output and sensor input.

FIG. 5 shows a block diagram of the calculate blow routine which amongother things, is a routine called from the game software to calculatethe severity of a sword blow.

FIG. 6 shows a block diagram of a procedure for outputting the swordblow to the propulsion gyrostat 500.

FIG. 7 shows a block diagram of the gyro position control proceduralloop which controls the position and the torque on the propulsiongyrostat.

FIG. 8 is a block diagram showing the mysterious force procedure whichis a part of the integration between the game software and the swordhardware apparatus of the present invention.

FIG. 9A is a block diagram showing a networked application of thepresent invention.

FIG. 9B shows a message protocol format that may be used in amultiplayer configuration.

FIG. 10 shows a depiction of the sword apparatus in sword contact with avirtual opponent.

DETAILED DESCRIPTION OF THE INVENTION

Turning now to FIG. 1, the sword game of the present invention has asword housing 200 not to scale which is preferably made of a plasticmaterial that is light weight yet strong enough to handle the forcesimparted by the propulsion gyrostat. The torque forces from the presentinvention may be able to approximate the feel of a real sword battle,therefore, the material for the housing, 200, should be of sufficientstrength to safely handle the torque imparted by the torque propulsionsystem 500. It is understood that the sword housing 200 may be made ofmetal, cast aluminum, plastic or other materials known to those in theart, for handling this amount of torque. It should be noted that thehousing 200 may also serve as a safety enclosure if the propulsiongyrostat contained in block 500 were to have catastrophic failure andbecome free of its bearings. This may be accomplished by lining theinside and/or outside of housing 200 with Kevlar® or other highly impactresistant material to contain the flywheel of the propulsion gyrostatwithin the housing. However, in the preferred embodiment housing 200 maybe sufficiently strong so as to contain the propulsion gyrostat in theevent of catastrophic failure while maintaining a means for low costplastic injection molding manufacturing techniques. Housing 200 may alsobe configured with shock absorbing material on the exterior of thehousing to cushion impact should the housing contact physical objects.Block 900 represents an external power supply. The power supply 900 maybe used to rectify household voltage into usable voltages for the swordgame of the present invention. The sword apparatus of the presentinvention may have sufficient current draw to require a separate powersupply and this current draw may not be available from the voltageoutputs from a standard personal computer and/or game controller device.The high current draw of the present invention may be due to the hightorque motors of propulsion gyrostat 500 necessary for the torquepropulsion. However, it is understood to those skilled in the arts, thatpower supply line 910 may be coupled into the data line 510 to integratepower lines 910 and 510 into a single cord for data controls and powerto the sword apparatus. Moreover, it is within the scope of the presentinvention to draw power from batteries, the game controller 240 and/orfrom a computer peripheral interface port if sufficient power isavailable. The sword housing 200 may be adapted to receive a speaker 203to provide an audio output for game sounds. Speaker 203 may be connectedby line 204 to control circuits 400. Control circuits 400 may contain adigital to analog converter to generate game sounds.

Block 499 may represent the circuit board for the control circuits ofthe present invention. Control circuits 499 may have a suitablecommunication means such as a USART and/or ethernet and/or universalserial bus interface to receive data signals from the game controller240. It is within the scope of the present invention to use externalcircuits and use analog controls signals and/or wireless analog and/ordigital control signal to provide an interface between the swordapparatus and the game controller 240. In the preferred embodiment ofthe present invention, circuits 499 may contain a suitable protocolcommunications device or procedure to establish communications betweenthe sword device and game controller 240. Circuits 499 may also containthe processing elements necessary for control and/or execution ofsoftware and/or software elements to effect control of the swordapparatus of the present invention. The control functions and/or part orparts of the control function may be moved into the game controller 240.

Block 400 may represent the control circuits necessary for the analogdrive voltages for the propulsion gyrostat means 500. It is understoodthat because of the high torque available from is the propulsiongyrostat 500 separate control circuits such as high powered transistorsand/or FETs may require separate circuits 400 to generate sufficientlylarge drive currents and/or voltages. The control circuits 400 and thedigital control circuits, and/or microprocessor circuit 499 may beplaced into a single integrated circuit, group of circuits and/or on thesame circuit board.

Block diagram element 600 may represent a gyrostat positioning system todetermine the attitude of the sword apparatus of the present invention.One such miniature device is commercially available from SonyElectronics and or functionally as the device employed in U.S. Pat. No.4,959,725, the relevant herein incorporated by reference. Positionaldevice element 600 may be used to determine the position of the swordand the attitude of the sword in the X, Y and Z axes. Switch 201 andswitch arm 202 may be a safety switch, in the “deadman” circuitconfiguration, held in place by the player's grip on the apparatus.Because of the high torque available in this game it be desirable tohave a kill switch connected to the sword apparatus 200 requiring thatthe user keep the switch depressed in order for power to be imparted tothe torque propulsion unit. The game may be equipped with suitablestraps, such as Velcro® straps and/or gloves, to maintain the swordwithin a player's hands and not allow the sword to flip out of a swordplayer's hands, much like a hand guard served in part, on traditionalswords. The circular devices depicted at 300, 302 and 304 may be eitherinfrared receivers or infrared blasters or transmitters. These sensorsand more, not shown, may extend around housing 200 to detect theposition of a sword and/or the spatial coordinates of X, Y and Z as isdenoted and further discussed in FIG. 3.

Turning now to FIG. 2, which shows a detailed mechanical diagram; not toscale, of one configuration of the gyrostat of the present invention,block 400 may contain the drive circuits necessary to drive the analogmotors 20, 22 (not shown), 30, 35, 40 and 50. It is understood thatmotors 30, 35, 40, 50, 20 and 22 may be high torque motors such as thoseavailable from the radio controlled model cars and/or other devices fromthe hobby arts. It is understood that motors 20 and 22 may be highvelocity motors capable of spinning the main propulsion flywheel 10 upto a sufficient velocity to impart the necessary torque to the player.The energy stored in the propulsion gyrostat is a factor of rotationalvelocity and the mass of the flywheel 10. Spoke 15 shows one of thespokes connecting the main body of propulsion flywheel 10, along axis 60to motor 20 and 22. As known to those skilled in the mechanical arts,motors 20 and 22 may have mechanical assistance, e.g., gears, inrotating flywheel 10 and may also include a small transmission to helpthe motors 20 and 22 initially start the flywheel 10 and then shiftgears into higher speed to impart a greater rotation to flywheel 10. Inas much as flywheel 10 and motors 20 and 22 are the main inertial drivesof the apparatus, it is understood that a suitable high speed motor maybe obtained from the disk drive technology arts wherein a very flatmotor is available to spin a disk at a very high rotational speed.

The main flywheel 10 is shown mounted in a double gimballedconfiguration. The first gimbal is along an axis between motors 30 and35. The second gimballed axis is between motors 40 and 50. This is a(two axes of freedom) double gimballed apparatus meaning that both“pitch” and “yaw” of the main propulsion flywheel 10 may be controlledin two axes of freedom. Other mechanical configurations of doublegimballed gyroscopic apparatus are known to those skilled in the art andare within the scope of the present invention. It is also understoodthat a single gimballed embodiment is within the scope of the inventionthat may utilize two and/or more gyrostats. Two propulsion gyrostats ina single gimballed configuration may be utilized by coordinating thetoppling force on the two gyrostats to create the necessary torqueaction on the player desired by the present invention. It is also withinthe scope of the present invention to utilize two double gimballedgyrostats, one at the top of the sword and one at the bottom of thesword (not shown) in a “bar bell” like configuration. Such a dualgyrostatic propulsion configuration may be used to impart additionaltorque on the sword housing 200 to provide amore realistic simulation ofthe sword battle.

Sensors 37 and 38 are positional sensors that may be infrared and/orlight-based sensors which may reflect off disks 100 and 90,respectively. Disk 90 and disk 100 may be reflectively “bar coded” toindicate the position of the flywheel within the gimbals via the codingof the reflected light from sensors 37 and 38 off of the disks. Thesepositional sensors may be necessary to obtain the position of theflywheel 10, e.g., the pitch and yaw position, in order to calculatewhich way the propulsion gyrostat should be toppled to create thedesired torque. Contacts 110 and 95 are shown as a means fortransferring power and signals from the outer gimbal to the innergimbal. Such power transfer may be accomplished by utilizing conductivemetal ring fixated to disk 100 and disk 90 and pressure contacts at 110and 95 keeping in contact with the conductive metal rings.

The main propulsion gyrostat is shown at 10. Spokes 15 hold thepropulsion gyrostat to the axis 60 of the main drive motor 20. It isunderstood that an additional drive motor 22 may also be used. Housing70 shows the housing of the first gimbal securing motor 20 and 22 andflywheel 10 to the first gimbal housing 70. The first housing 70 extendsaround to the mounting axles 31 and 32, connected to toppling motors 35and 30 respectively. Drive motors 35 and 30 may impart the topplingtorque in the first gimballed axis. It is understood that motors 30 and35 may be replaced with a single motor and that configuration is withinthe scope of the present invention. Configurations that give thetoppling motors 30 and 35 a mechanical advantage, such as with amechanical gear arrangement, are also within the scope of the presentinvention. Circular ring 80 depicts the second gimbal housing holdingmotors 30 and 35 to a second gimbal arrangement. The second gimbalhousing 80 connects the inner gimbal and motor drives 30 and 35 to theouter gimbal 80 through axles 81 and 82. Axles 81 and 82 are connectedto the second gimbal drive motors 40 and 50. Once again, a two motorconfiguration is shown as a means for imparting the maximum torqueavailable from small electric motors such as those available from thehobby and toy arts. It is understood that these toppling motors may workin tandem to impart a toppling torque in the same direction; likewisemotors 35 and 30 may also work in tandem to impart the maximum topplingeffect on the drive gyrostat, the drive flywheel 10. It is understoodthat motors 50 and 40 may be replaced by a single suitably high torquemotor. It is also within the scope of the present invention to useconfigurations that give motors 40 and 50 a mechanical advantage fortoppling the drive flywheel 10 via the inner gimbal. Inner and outergimbal brakes and/or clutches (not shown) may be used to temporarilylock a gimbal axis which a toppling force is applied to the secondgimbal axis, such as disclosed in U.S. Pat. No. 5,437,420, the relevantportions herein again incorporated by reference. Function circuit board400 is shown as providing the analog drive voltages for the motorsdescribed above.

FIG. 3 shows the present invention in a deployment perspective showing atelevision and/or display 205 in a virtual reality and/or the gamereality space can be projected 205 from game controller 240 inconjunction with sword housing 200. Note the configuration of remoteinfrared transmitter and/or receivers 210, 220 and 230. Thisconfiguration, after a suitable calibration within the scope of thepresent invention, may be used to triangulate the position of swordapparatus 200 using signal phase delay and/or time delay calculationsbetween the remote elements 210, 220, 230 and the housing sensors 300,302 and 304. It is understood that television 205 may be replaced with asuitable display such as a high definition television and/or a computerdisplay and game controller may be embodied in personal computersoftware and/or a personal computer hardware apparatus and/or dedicatedhardware. Infrared blaster and/or receivers 210, 220 and 230 may work inconjunction with infrared receivers and/or blasters 300, 302 and 304 todetermine the position of the sword in real coordinates. The realcoordinates may be determined by a timed burst from infrared blasters210, 220 and 230 and the time delay of the burst received at any one ofthe sensors 300, 302 or 304 which may then be used to triangulate theposition of the sword in real coordinates. Although shown in an infraredembodiment, other remote triangulation techniques are known to those inthe navigational arts, such as through the use of radio frequency andultra-violet frequencies. Television and/or display 205 may be replacedwith virtual reality glasses and/or helmet arrangement. The virtualreality glasses and/or helmet may use two displays stereoscopicallydisposed in front of a player's eyes to give a three dimensionalrepresentation of the virtual playing field. In such a virtual realityembodiment in using virtual reality glasses it is understood thatinfrared sensors 210, 220 and 230 may be supplemented with additionalinfrared sensors to provide suitable determination of the realpositional coordinates of the sword 200 and/or players head attitudeand/or real position in respect to the virtual reality game. It isunderstood that this positioning information may be used by the game toencourage the player to re-center the sword 200 and/or to keep the sword200 in a predetermined playing field of the game. Infrared blasters,shown at 210, 220 and 230 may be reversed; that is, they may be infraredreceivers and the infrared blaster may be located at 300, 302 and 304.In such a configuration a single and/or multiple infrared burst(s) maybe output from 300, 302 and 304 and the timing of receiving or receptioncould be determined at 210, 220 and 230 in order to triangulate the realposition of the sword 200. It is understood that the game has a suitablecalibration mode for configuring the sensor array.

FIG. 4 shows a block diagram of the control circuits 400 of the presentinvention. A controller 401 may be used in conjunction with drivecircuits at 402, 404 and 406 to provide the voltages and currentsnecessary to provide the energy for rotation of the propulsion gyrostatmotor 20 and/or 22 (not shown) and toppling motors 30, 35, 40 and 50.Block 402 may depict the main drive circuit for the rotation of thepropulsion drive motor 20 and/or 22. Block 404 may depict the drivecircuitry for toppling motors 30 and 35. Block 406 may depict the drivecircuitry for toppling motors 40 and 50. It is understood that blocks404 and 406 are representative of circuitry necessary to drive the hightorque motors for the tumbling action of the present invention; thesecircuits may be incorporated into an application specific integratedcircuit and/or incorporated with controller 401. They may also bediscrete high current components such as MOSFET devices. Blocks 408 and410 are representative of the circuits necessary to determine theposition of the propulsion drive 10 from sensors 37 and 38,respectively. Such sensors may include, as previously noted, sensors 37and 38 as optical sensors that reflect off disks 100 and disk 90respectively to determine the pitch and yaw position of propulsion drive10. The circuits of blocks 408 and 410 may work in conjunction withcontroller 401 to determine the propulsion drive 10 position. Block 414may represent the circuitry necessary to work in conjunction with sensor21 to determine the rotational velocity of propulsion drive 10. Therotational velocity of the propulsion drive motor 10 may vary as gameplay ensues. Determining the rotational frequency of propulsion flywheel10, may also be accomplished by measuring the reflected voltage frommotor drive 20 and/or 22. The reflected voltage, current and/or powerfactor vector may be used to determine an approximate rotationalvelocity and/or speed of propulsion drive 10. Blocks 416, 418 and 420may represent the circuitry necessary for positional sensors 602, 604and 606 to determine the pitch, yaw and/or attitude of the sword 200when a mini-gyroscope is used to determine the position of the sword200. Sensors 602, 604 and 606 may be incorporated into functional block600.

FIG. 5 shows a block diagram representing a procedure that may be usedto calculate a simulated sword blow. This routine may make the initialcalculation for the torque force to be applied to the pitch and yawmotor drives at outputs 404 and 406. The calculate blow routine 520 maybe called when an “attacking” sword and/or other virtual object(s) comesinto contact with the calculated position for the player's virtualembodiment of the sword. The calculate blow routine 520 routine mayreceive an impact point in the x, y, and z coordinates of the virtualspace and when applicable the attacking sword velocity. Block 522labeled “get position sword hilt” is a routine that may retrieve theactual position of a player's sword apparatus 200 from sensor 600 and/orby the other means of sensors 300, 302 and 304. The retrieved hilt pointmay be used to determine the distance from the sword hilt that a swordimpact occurred. This distance may, in turn, be used to determine theamount of leverage, e.g., the amount of “twisting force,” that theattacking sword blow may have on the sword apparatus 200. The next block524 may calculate the sword's idealized mass. It is understood that morethan one type of sword apparatus may be utilized, e.g., sword apparatuswith different mass flywheels and/or rotational frequency; thus, thesword's idealized mass may be derived, at least in part, from a variablemass M, which may be the actual mass of the propulsion gyrostat and thevariable omega which may be the instantaneous and/or present angularvelocity and/or rotational frequency of the propulsion gyrostat. Thesetwo parameters may be used to determine the idealized mass and/orangular momentum of the propulsion gyrostat at any give time. Block 526labeled “get sword velocity vector” may determine the sword velocityvector, e.g., the direction and speed of the sword, by successivelydetermining the position of the player's sword and then determine fromthe change in position the velocity of the sword apparatus 200. Thevirtual sword may have an idealized and/or virtual mass that isdifferent from the actual mass and/or inertial mass of the actualapparatus 200. For example, in one configuration the virtual mass may berepresented and/or idealized as a heavy broad sword. Since a realbroadsword may be a very heavy instrument, its virtual mass may alsohave a certain amount of momentum because of its idealized weight andvelocity. The resultant of procedural blocks 524 and 526 is a vectorproviding the player's virtual sword direction and force at the impactpoint. The next procedural block 528 “get game sword position” yields avalue from the game software, much like the resultant from proceduralblocks described above, which provides the position of the sword hiltfrom the attacking virtual sword. Block 530 labeled “get game swordvelocity vector” is a vector, from the game software, providing thevelocity and virtual mass of the attacking sword, similar to proceduralblocks 524 and 526 described above. Again, for example only, the virtualattacking sword may also have a virtual mass idealized from afictionalized attacking broad sword. That is, once the heavy broad swordis in “motion,” it may have a momentum from its mass and velocity.Procedural block 532 labeled “get game sword blow intensity” is theforce of the attacking blow at the position of the strike. This may becalculated by the well known equation that force equals mass timesacceleration and/or kinetic energy equals one half the mass timesvelocity squared. The results of procedural blocks 528, 530 and 532 is avector providing the direction and force at the impact point of both theattacking virtual sword and the virtual sword projected from theplayer's sword apparatus 200. By taking the cross product of thesevectors, the factors such as angle of the sword attack, how far from thehilt the strike may be taken into account when calculating the resultantvectors. Thus, procedural block 534 labeled “calculated blow/return blowtorque vector” is a product of the two vectors; that is, the vectorproviding the player's sword direction and force at the impact point andthe attacking sword vector providing the direction and force of theimpact point idealized at right after impact. The product of the twovectors may provide the resulting direction and speed of the two swordsby the calculation between two idealized objects when the equation forthe conservation of momentum and/or energy is applied. That ism1y1+m2v2=m1y1(t+1)+m2v2(t+1). Thus, in this exemplary embodiment of thepresent invention the two swords may “bounce” off each other with anidealized impact. That is, there is no cushion or elasticity loss in theimpact of the two idealized swords. However, elasticity factors as wellas other means for calculating the resultant torque from a sword bloware within the scope of the present invention and may be accommodated bythe insertion of loss constants in the energy conservative equations.

FIG. 6 shows the call sword blow procedure which is used in conjunctionwith the procedures of FIG. 5 to calculate the actual values of thetorque outputs for the pitch and yaw gyrostat toppling motors thatprovides the simulated impact of the sword at the player's swordapparatus 200. Procedural block 540 labeled “call sword blow” may denotethe name of the software routine to perform the aforementioned torqueoutput calculations. Turning now to the step by step procedural blocks,542 labeled “get gyro position” may be from sensors 408 and 410 and maydetermine the attitude of the position of the propulsion gyrostat 10.This calculation may be important for the torque calculation because thegyrostatic force acts at a right angle to which the toppling force isapplied. Thus, given that the desired torque effect for the swordapparatus is known from the calculation above, in general terms, thetoppling torque applied to the propulsion gyrostat may be applied at aright angle to the propulsion gyrostat to achieve the desired torqueeffect. The next block 544 labeled “get gyro rotation” may be fromsensor 418 and may indicate the angular velocity and/or rotational speedof the propulsion gyrostat 10. The next procedural block 546 labeled“get calibration factors” may provide operating parameters for theparticular sword apparatus for which the torque output calculation isbeing determined. For example, as discussed above, a sword apparatuswith two or more propulsion gyrostats is within the scope of the presentinvention. Also the mass of the propulsion gyrostat may be different fordifferent sizes and models of the sword apparatus. Thus, block 546 maybe utilized to retrieve the particular calibration factors for theparticular sword apparatus for which the torque calculations are beingcalculated. It is understood that the calibration parameters may beencoded in a memory location associated with and/or within controller401. It is also understood that in the preferred embodiment of theinvention the actual inertial mass of the sword, which is the rotationalfrequency of the propulsion gyrostat times the mass of the propulsiongyrostat, may be greater than the virtual mass and/or idealized mass ofthe sword in order to provide excess torque and game action capacity forsword blows, e.g., at any given moment in game play the rotationalfrequency of the propulsion gyrostat may not be at the maximumrotational frequency and, therefore, the maximum torque effect on thesword apparatus may not be instantaneously available. The nextprocedural block 548 may calculate the value of the torque for output tocontrollers 404 and 406. This calculation may use the instantaneousinertial mass available, the desired torque amount and a compensatingfactor to resolve any non-linearities in the toppling motor response, asdetermined by conventional control systems principals, to calculate theoutput value. The sum of these torques may provide a toppling force at aright angle to the desired torque for the sword apparatus 200. The nextprocedural block 550 labeled “output impulse torque 1 and torque 2” arenumerical value that may represent a value for eventual output to thetoppling motors. In the preferred embodiment, these torque values areoutput to a predetermined memory location in controller 401 that, aswill be discussed further below, are accessed by the gyrostat positioncontrol routine detailed in FIG. 7. It is understood that torque 1 andtorque 2 may be a vector and/or an angular equation that takes intoaccount the rotation of the propulsion gyrostat as torque is applied inorder to translate what may be an angular torque output, due to thechange in the angular position of the propulsion gyrostat, to translatethe toppling force into a linear and/or straight line torque effect onthe sword apparatus 200. Procedural block 552 labeled “gyro positioncontrol” denotes that the values of block 550 may be output to a memorylocation and/or data buffer and/or queue that will be accessed by thegyrostat position control routine detailed in FIG. 7. Procedural block552 also provides that the call sword blow routine 540 may thenterminate normally and exit and/or return.

FIG. 7 shows the gyrostat position control procedure 560. The gyrostatposition control procedure may be the control loop that controls theoutput to torque control 404 and 406 and governs the position and/ortoppling of the propulsion gyroscope 10. The gyrostat position controlprocedure may operate in a continuous loop and may be the master routinethat takes into account the sword blow torque and the “mysterious forcefactor,” as will be discussed below, and the torque output required tocancel the force of a player rotating the sword apparatus 200 when notorque and/or tactile feedback or output on the sword apparatus 200 isdesired. Taking each step in turn, procedural block 562 labeled“initialize position” may provide that when the sword is initiallypowered on this procedure moves the propulsion gyrostat to an initialposition. For example, “toppling” or rotating the propulsion gyrostat totop dead center while it initially spins up. This may be used toinitially provision software variables in the game controller 240.Procedural block 564 “get sword position” may be the sword position fromblock 600 and/or sensors array in the 300 series which may be used todetermine the sword device 200 position. Block 566 may be a wait statethat may be used to pause the procedural loop. Procedural block 568labeled “get sword position” which may be a routine that may beidentical to block 564 and may be used to get a second sword position.Procedural block 570 may use the first position from procedural block564 and the second sword position 568 to calculate the change and/ordelta in the sword apparatus 200 position, that is, the change and/orattitude in the position of the sword apparatus 200. Procedural block572 “get gyro position” may determine, from sensors 408 and 410, theposition of the propulsion gyrostat 10. Procedural block 574 may be usedto calculate the tracking torque 1 and torque 2, although it is labeled“tracking torque” it may actually be a tracking voltage that topples thepropulsion gyrostat to compensate for the change in the sword positionfrom the first sword position calculated at 564 and the second swordposition determined at 568. The tracking voltage may be used to topplethe propulsion gyrostat in such a way as to track the position of thesword apparatus 200 so as to minimize the torque felt at the swordapparatus 200 in response to movement of the apparatus, e.g., by theplayer, when no torque is desired. Alternatively, the toppling motors inthe relaxed and/or non-energized state in conjunction with anymechanical advantage mechanism used to couple the toppling motors to thepropulsion gyrostat flywheel 10, may allow the propulsion gyrostatsufficient freedom of rotation so as to not require the tracking voltageoutput. However, in certain situations and/or configurations, it may bethat if the propulsion gyrostat were to remain fixed and the playermoved and/or changed the attitude of the sword apparatus 200, the playermay feel an undesired torque at a right angle to the rotational forceapplied by the player. In this instance, the mechanical linkage,generally denoted in FIG. 2, may provide a predetermined mechanicaldegree of freedom in the coupling of the toppling motors with thepropulsion flywheel 10. The predetermined degree of freedom may be usedby the gyrostat position control routine 560 to provide a delay and/orpredetermined degree of mechanical freedom to allow the calculation ofthe tracking voltages from block 574 to rotate and/or to allow thepropulsion gyrostat to rotate and track the player's movement of thesword apparatus 200 without the player receiving an untoward amount ofundesirable tactile feedback. The tracking voltage calculation may onlybe an approximate calculation and yet be a mitigating factor forundesirable torque effect, e.g., some residual torque felt by the playermay actually add a desirable strangeness of the tactical feel of thesword apparatus 200. The next procedural block 580 labeled “get gyroeffects” accesses the torque calculated for the sword blow, from FIG. 6,at the circular block 576 and accesses the mysterious force torque, aswill be discussed below in FIG. 8, at block 578. Procedural block 580“get gyro effects” calculates the sum of the tracking voltages fromblock 574, the sword blow torque from FIG. 6 and the mysterious forcetorque from FIG. 8 to combine these three torque vectors to determine atracking voltage and/or voltages to create the toppling torque for thepropulsion gyrostat 10. Block 582 outputs torque voltages 1 and torquevoltages 2 to torque motor controllers 404 and 406. These torquevoltages are used to topple the propulsion gyrostat 10 of the presentinvention to provide the gyrostatic effect of the sword apparatus 200.Thus, for example, when the virtual sword is not impacting on a virtualobject the output at block 582 may merely be the tracking torques fromblock 574 that attempts to topple the propulsion gyrostat so as to trackthe player's movement of sword apparatus 200. Thus, for example, when asword blow torque is generated from the procedure described in FIG. 6,the dominant factor in the gyro effects calculation 580 and, therefore,the output at 582 may be the sword blow providing a strong outputproviding a strong torque at the sword apparatus 200. In a third examplesituation, the dominant force may be the “mysterious” force from FIG. 8,which will be discussed further below, which attempts to lead theplayer's sword movement through what may be subtle torque on the swordapparatus 200. The “mystery” torque may be strong or subtle on swordapparatus 200 depending on pre-programmed parameters.

Procedural block 584 checks whether the controller 401 has issued a shutdown command, if yes, the gyrostat position control loop exits at 586,if no, the procedure is passed to sword position routine 564 and thecontrol loop goes on continuously (that is, until a shut down command isreceived). The check shutdown routine 584 may check the dead-man switchshown as FIG. 1, switch 201, as to whether the player still has a swordin his hands and whether the controller may continue to output torque.

FIG. 8 shows the “mysterious” force calculation at procedural block 590.For example, the mysterious force in the light saber metaphor may be afanciful force as fictionalized in the Star Wars™ story line that thesword apparatus 200 will actually lead the player to a future swordimpact. Another use of the “mysterious” force may be for a swordsmantraining mode to teach sword fighting techniques. The mysterious forcecalculation may be performed at procedural block 591 by first getting adesired virtual x, y, and z point for the virtual sword. Thus, the gamesoftware provides this coordinate as it, by definition, is a pointand/or coordinate wherein a game event will occur within the gamedomain's future. Procedural block 592 may determine the sword apparatus200 base point, as discussed above, from sensors 600 gyrostaticdetermination and/or sensors 300 external determination. The base pointis understood to be the hilt of the sword apparatus 200 and/or the swordhandle of sword apparatus 200. Procedural block 593 may get the swordposition or attitude, e.g., the angular position of the sword apparatus200 and, thus, may determine the virtual location of the virtual swordblade extending from the sword apparatus 200. Procedural block 594 maycalculate the smallest change in position of the virtual sword locationto the game provided X, Y and Z coordinates, e.g., some “future event.”Procedural block 595 may calculate a torque for the necessary pitch andyaw for the propulsion gyrostat, which may calculate a torque to movethe virtual sword to intersect the desired X, Y and Z coordinate and/orprovide a torque in the direction of the desired X, Y, and Zcoordinates. Block 596 is the mysterious force factor parameter whichmay be a constant that is multiplied by the torque from block 595 toprovide a mysterious force that is either strong, if the mysteriousforce factor is a large number, or subtle if the mysterious force factoris a small constant. The game metaphor and/or plot line may be adaptedto provide the player additional incentive to have a subtle mysteriousforce factor, again, to coordinate the game play and/or the plot withthe conservation of the angular momentum of the propulsion gyrostat. Thenext procedural block 597 may output a torque for controllers 404 and406 to the gyro position control procedure depicted in FIG. 7. It isunderstood that this torque calculation may take into account theposition of the propulsion gyrostat from sensor circuits 408 and 410 aswell as the angular momentum of the propulsion gyrostat from sensorcircuit 414 and as well as taking into account the mass factors from thecontroller for the particular propulsion gyrostat used by the particularsword apparatus 200. Procedural block 597 may output the mysteriousforce torque via a memory location or other suitable buffer structureback to FIG. 7 as previously discussed.

Turning back to FIG. 5, this routine may be configured so as to acceptother factors that may effect the sword blow calculation, such as toaccommodate for when the sword apparatus 200 for the virtual swordapparatus passes through an object in the game domain such as a tree orwall that as previously discussed in the light saber metaphor andthereby may allow the sword to pass through or strike through whileproviding some tactile feedback to the sword apparatus 200 denoting thestriking through of an object. This may be accomplished by reducing thesword blow intensity factor to provide an impulse from an object, e.g.,idealized as a very small virtual mass, that may allow the swordapparatus idealized momentum to strike through the object. That is, theconservation of momentum equations may allow the virtual sword to followthrough an object when the object struck has a small mass relative tothe virtual sword mass.

Through the interactions of the procedures outlined in FIGS. 5, 6 and 7a comprehensive output for motor controller 404 and 406 to control thepropulsion gyrostat may be accomplished through these inter-relateddemands on the sword movement and/or interactions with the game plotand/or game play metaphor to give a player the incentive to conserveangular momentum of the sword apparatus 200. A comprehensive controlleroutput is disclosed and allows sword apparatus 200 to be completelycontrolled by the game controller 240 at FIG. 3.

FIG. 9A shows the game controllers of the present invention in a networkconfiguration. Game controller 702 may be configured as the master andgame controllers 704 and 706 may be in a slave configuration.

A network 708 is shown which may be a TCP/IP network such as theInternet. In the master configuration, the game station programmed asthe master sends, receives and coordinates the information transfer fromthe “slave” configured stations. Information may be transferred betweenthe stations using the communication data packet shown in FIG. 9B. Thecommunication packet provides a terminal identification 750, positioninformation for a sword apparatus 752, attitude information for a swordapparatus 754, velocity information for a sword apparatus 756, resultantforce vector information 758 and sword parameter information 760. Theslave configured game station may periodically send this informationpacket to the master configured game controller. The master configuredgame controller may in turn, use this information to generate a virtualopponent having a virtual sword representation that is mapped into thegame space. The master configured game station may relay the informationfrom a first slave configured game terminal to a second slave configuredgame terminal. The master configured game station coordinates thecalculation of the resultant force vector for the slave configurationgame station's control output. It is understood that data packet shownin 9B may be framed with the suitable protocol overhead and transparentbits.

Turning now to FIG. 10, sword apparatus 200 is shown in a player's hand1000 in combat with a virtual sword 1002 and virtual opponent 1004. Avirtual sword blade is shown at 1006 as idealized as extending from thesword apparatus 200 as may be viewed through virtual reality goggles ona player's 1000 eyes. The opponent's sword 1002 opponent 1004 andopponent sword blade 1008 are, in this example, a virtualrepresentation. The game controller 240 may track the position andattitude of sword apparatus 200. The positional and attitude informationmay be used by the game controller software to project and track thevirtual blade 1006. The game controller software 240 may determine andtrack the velocity of the blade 1006 by using the differentialpositioning method described above. The game controller 240 software mayalso create and track the position of blade 1006 in the game spacecoordinate system. The game controller 240 may create and track theposition of blade 1008. The game controller software may determine whenthe position information of blade 1006 and the position information ofblade 1008 indicates a collision of the blades by tracking the area fromline 1014 which has a radius 1018 and the area from line 1016 which hasa radius 1020 and logically comparing the points to determine whetherthere is an intersection. When the game controller software determinesthere is an intersection the intersection point may be passed to theprocedures described above in FIGS. 5, 6 and 7. In summary, a vector1012 is determined that provides the force of the sword blow, for blade1006, at the point of intersection. A vector 1010 is also determinedproviding the force of the attacking sword at the point of intersection.Through the use of the conservation of energy equations provided above,a resultant vector 1022 may be determined to provide the force vectorfor the resultant force at the point of intersection. The vector 1024may also be calculated with the conservation of energy equations toprovide the resultant force at the intersection point for the attackingsword 1002. The resultant force vector 1022 may be used in conjunctionwith the distance between the point of intersection and the sword hilt1026 to approximate the torque generated at the point the player 1000 isgripping the sword apparatus 200. The torque is the distance times theforce vector 1022. This torque output approximation may be used, interalia, by the procedures described above to calculate the output torquesand/or toppling force for the propulsion gyrostat. The above describedprocedures often use vectors and cartesian coordinates to describe thepresent invention. Other coordinate systems such as spherical andcylindrical are also within the scope of the present invention.

The above described invention and modifications and alterations theretowill are within the scope of the present invention and will providethose skilled in the arts and the general public with a new, novel andnon-obvious electronic feedback apparatus and electronic sword game.

What is claimed is:
 1. A method, comprising: measuring at least one of aposition of a gaming device or an attitude of the gaming device;sending, to a controller, measurement information generated based on theat least one of the position of the gaming device or the attitude of thegaming device; receiving, from the controller, first game informationgenerated based on the measurement information; and toppling a gyrostatin a housing of the gaming device in response to the first gameinformation.
 2. The method of claim 1, further comprising: measuring atleast one of a velocity of the gaming device, an acceleration of thegaming device, or an inertia of the gaming device; and sending, to thecontroller, movement information generated based on the at least one ofthe velocity of the gaming device, the acceleration of the gamingdevice, or the inertia of the gaming device.
 3. The method of claim 1,further comprising: sending, based on the measurement information,electromagnetic radiation to one or more receivers communicativelycoupled to the controller.
 4. The method of claim 3, further comprising:receiving, from the controller, second game information generated basedon the electromagnetic radiation.
 5. The method of claim 1, wherein thecontrolling the gyrostat comprises generating, using the gyrostat,tactile feedback via the housing of the gaming device in response to thereceiving the first game information.
 6. The method of claim 5, whereinthe generating the tactile feedback comprises simulating, using thetactile feedback, a force applied to a virtual object.
 7. The method ofclaim 6, wherein the simulating comprises simulating a blow of a sword.8. The method of claim 6, wherein the simulating comprises simulating akickback of at least one of a gun, a pistol, or a rifle.
 9. A system,comprising: means for generating orientation information based on atleast one of a position of a gaming device or an attitude of the gamingdevice; means for sending the orientation information to a controllerand receiving game information from the controller, wherein the gameinformation is based on the orientation information; and means fortoppling a gyrostat located in a housing of the gaming device inresponse to the game information being received from the controller. 10.The system of claim 9, further comprising: means for generating movementinformation based on the at least one of a velocity of the gamingdevice, an acceleration of the gaming device, or an inertia of thegaming device, wherein the means for sending comprises means for sendingthe movement information to the controller.
 11. A non-transitorycomputer-readable storage medium comprising computer-executableinstructions that, in response to execution, cause a computing system toperform operations, comprising: generating location information based onat least one of a position of a gaming device or an attitude of thegaming device; sending the location information to a controller;receiving, from the controller, game information based on the locationinformation; and toppling a gyrostat in a housing of the gaming devicebased on the game information.
 12. The non-transitory computer-readablestorage medium of claim 11, wherein the operations further comprise:generating movement information based on at least one of a velocity ofthe gaming device, an acceleration of the gaming device, or an inertiaof the gaming device; and sending the movement information to thecontroller.
 13. A gaming device, comprising: a housing; a gyrostatdisposed within the housing; at least one sensor configured to measureorientation information associated with at least one of a position ofthe gaming device or an attitude of the gaming device; a communicationsinterface component configured to send the orientation information to acontroller and receive game information from the controller, wherein thegame information is based on the orientation information; and a controlcomponent configured to topple the gyrostat in response to the gameinformation being received.
 14. The gaming device of claim 1, whereinthe communications interface component is further configured to: send,to the controller, movement information representing at last one of avelocity of the gaming device, an acceleration of the gaming device, oran inertia of the gaming device.
 15. The gaming device of claim 1,further comprising: at least one transmitter configured to send, basedon the orientation information, electromagnetic radiation to one or morereceivers communicatively coupled to the controller.
 16. The gamingdevice of claim 15, wherein the game information is based on theelectromagnetic radiation.
 17. The gaming device of claim 13, whereinthe gyrostat being toppled by the control component causes tactilefeedback to be generated via the housing of the gaming device.
 18. Thegaming device of claim 17, wherein the control component is furtherconfigured to: simulate, via the tactile feedback, a force applied to avirtual object.
 19. The gaming device of claim 18, wherein the controlcomponent is further configured to: simulate, via the tactile feedback,a blow of a sword.
 20. The gaming device of claim 18, wherein thecontrol component is further configured to: simulate, via the tactilefeedback, a kickback of at least one of a gun, a pistol, or a rifle.